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V 


CHECKERS 

FOR BEGINNERS 


By HENRY SPAYTH 


REVISED EDITION 


REGAN PUBLISHING CORPORATION 
77 W. Washington St.CHICAGO 


1923 







G;V \ £ -5 

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CONTENTS. 


ELEMENTARY INSTRUCTIONS.7 

THE MOVE AND ITS CHANGES.10 

STANDARD LAWS OF THE GAME.12 

CRITICAL POSITIONS, with solutions . . 15-34 

NAMES OF THE GAMES, OR OPENINGS, and 

HOW FORMED.35 

SINGLE CORNER GAME.38 

OLD FOURTEENTH.39 

CR08S.40 

LAIRD AND LADY.41 

8UTER.42 

DYKE.43 

MAID OF THE MILL.44 

GLASGOW.,45 

FIFE.46 

AYRSHIRE LASSIE.47 

WILL-O’-THE-WISP.48 

SECOND DOUBLE CORNER.49 

DEFIANCE.50 

BRISTOL.51 

WHILTER.52 

DOUBLE CORNER.53 

IRREGULAR.54, 55 

TRAPS, OR CATCHES.56-68 

GAMES (ILLUSTRATED WITH DIAGRAMS) . . . 69—83 

MIDNIGHT ENCOUNTER ..84 



























' 







/ 






f 





PREFACE. 


In presenting this volume to the public, I do not consider 
an apology necessary for appearing the third time with a 
treatise on the beautiful and highly interesting game of 
checkers. The success with which my two previous works 
(designed mainly for advanced players) have been atten¬ 
ded, has induced me to offer this little volume, which is 
more especially adapted to beginners. 

The Elementary Instructions will be found sufficiently 
simple for one and all to comprehend; while the choice 
lot of original and selected Games and Positions, will ena¬ 
ble all those who will make themselves thoroughly familiar 
with them, “to lay out the whole army of book opposers.” 

Having availed myself of everything pertaining to the 
game, deemed necessary for beginners, I commit the work 
to the public, hoping it will meet the expectations of those 
for whom it is designed. 

HENRY SPAYTH. 








ELEMENTARY INSTRUCTIONS, 


The Game of checkers is played on a board of 64 squares 
of different colors, and with two sets of 12 men each, of 
adverse colors. The following diagram represents the board 
and men at the commencement of the game: 

BLACK. 



WHITE. 


Each player in turn moves one of his men the right or 
left along the diagonal on wich it stands, and the men can 
only move forward one square at a time, until they reach 


















ELEMENTARY INSTRUCTIONS. 


& 

the extreme line of the board, when they become Kings, 
and, being crowned, can then move either forward or 
backward to the end of the game. 

The men capture in the direction they move, by leaping 
over any opposing piece that may be contiguous, provided 
there be a vacant square behind them to set the piece 
upon, and the men thus leaped are removed from the board. 

When there are two ways of capturing, you may take 
your choice, whether in one way one piece only is taken, 
or in the other way more. When you reach the King- 
row, whether by a jump or otherwise, that terminates the 
move until your opponent shall have moved, excepting 
when you leap in with a piece that is already a king, when 
you may leap out again if a piece lies in the way of capture. 

The final object of each player is to confine his oppo¬ 
nent’s pieces in a situation where they cannot be played, 
or both to capture and fix, so that there may be none 



that can be played: and the person whose side is brought 
to this state loses the game. 

The preceding diagram represents the board numbered, 





















ELEMENTARY INSTRUCTIONS . 9 

which is done for the purpose of recording and communi¬ 
cating the moves. 

It will be observed that the board is numbered on the 
white squares, and that the men are also placed on the 
same squares. The reason for representing them on the 
white squares is simply because it is more convenient, as 
types for doing so are more easily procured. It is custo¬ 
mary in this country to play on the black squares, which 
is also in accordance with the “Laws of the Game.” 

When the black squares are used the order is not 
changed, but the color of the squares is altered from 
white to black, and it will then be observed we have a 
white square at the lower corner at the right hand. 

The student should have a representation of the board 
numbered on a small card, this being preferable to pla¬ 
cing the numbers on the board used for playing. A little 
practice in this way will shortly enable the learner to 
dispense altogether with any such aid. 

You should read over carefully the “Laws of the Game,” 
and play at all times in accordance with them, and at 
once begin with a board and men described in the laws. 
Never touch a piece without moving it; accustom your¬ 
self to play slowly at first; remember there must be a 
motive for every move. The perpetually recurring que¬ 
stion should therefore be, What will be the result of 
this move, that one? etc. Apply, then, that important 
question at every stage of the game, and answer it by 
calculating the result of every playable move at the stage 
in question. Do not permit the loss of a few game* to 
discourage you, but rather let continued defeat act as an 
incentive to greater efforts of both study and practice. 

Presuming that you are now sufficiently acquainted 
with the Elements of the game, you will proceed to solve 
the Positions and play the games in this treatise. 

Place a White King on square 18, a White Man on 28; 
a Black King on 82, and a Black Man on 19; and by 
turning to page 17 you will at once observe you l ave 
Position No. 1, the solution of which you will find be¬ 
low it. 


10 


ELEMENTARY INSTRUCTIONS . 


Now place 12 black men on the squares from Nos. 1 to 
12, and 12 white men on the numbers from 21 to 32, and 
play for Black’s first move 11 to 15, and White’s reply 22 
to 18, and by turning to page 37 you will observe you have 
what is called the “single comer game.” Now turn to 
page 40, and you will find you have already made the two 
first moves of Game No. 1, and by playing it to the bot¬ 
tom ends the game. 

It is best to practice the games with the winning side 
next you, and when playing with another, play the winning 
side as laid down, so long as your opponent does the same; 
but the moment he varies you must use your own judgment. 


THE MOVE AND ITS CHANGES. 

THE MOVE- 

To have the Move, signifies the occupying of that posi¬ 
tion on the board which, in playing piece against piece, 
backward or forward, without regard to the others, till only 
one square intervenes between the pieces, will eventually 
cause the player who occupies that position to have the 
last move. 


CALCULATION OF THE MOVE. 

For this purpose the squares of the board are divided 
into two systems, of four columns each. 

The columns of one system being those numbered down¬ 
ward fiom squares 1, 2, 3, 4. 

The columns of the other system being those numbered 
upward from squares 29, 30, 31, 32. 

RULE. 

Add together all the pieces in either system, and if their 
sum is odd, it being your play, you have the move: if 
even, your opponent has the move. 



ELEMENTARY INSTRUCTIONS. 


11 


THE CHANGES OF THE MOVE. 

RULE. 

Add together all of the capturing pieces in both systems, 
and if they are the same as the captured pieces in each 
system, (that is, both odd or both even,) the move is not 
changed; but if they are reverse to each other (one odd 
and the other even) the move is changed. 


REMARKS ON „THE MOVE AND ITS CHANGES .* 4 
To have “the Move” is usually an advantage; but in some cases it 
is not, and to bare it may sometimes occasion tbe loss of tbe game. 

An Exchange usually changes tbe more; consequently when you 
wish to obtai 1 it, effect, if you can, such an exchange as will change it. 

We will here remark, however, that before undertaking to master 
“the Move and its Changes,” it will be well for tbe student to study 
thoroughly tbe positions and games given, after which he will be better 
prepared to acquire a knowledge of it. 



12 


LAWS OF THE GAME. 


LAWS OF THE GAME. 

1. Tee standard board must be of light and dark squares, 
not less than fourteen inches nor more than fifteen inches 
across the squares. 

2. The standard men, technically described as White 
and Black, must be light and dark, (say white and red or 
white and black,) turned and round, not less than one inch 
nor more than one aud one eighth inch in diameter. 

6. The board shall be placed so that the bottom corner 
square on the left hand shall be black. 

4. The men shall be placed on the black squares. 

5. The Black men shall be invariably placed upon the 
real or supposed first twelve squares of the board, the 
White upon the last twelve squares. 

6. Each player shall play alternately with white and 
black men, and lots shall be cast for the color only once, 
viz: at the commencement of a match, the winner to have 
the choice of taking black or white. 

7. The first play must be invariably made by the person 
having the black men, and that alternately till the end 
of the match. 

8. Time.— At the end of Five Minutes, (if the play has 
not been previously made,) time must be called by the 
person appointed for the purpose, in a distinct manner, 
and if the play be not completed on the expiration of 
another minute, the game shall be adjudged to be lost 
through improper delay. 

9. "W hen there is only one way of taking one or more 
pieces, time shall be called at the $nd of One Minute, 
and if the play be not completed on the expiration of 
another minute, the game shall be adjudged to be lost 
through improper delay. 

10. After the first move has been made, if either player 


LAWS OF THE GAME. 


13 


arrange any piece without giving intimation to his oppo¬ 
nent, he shall forfeit the game; but if it is his turn to 
play, he may avoid the penalty by playing that piece if 
possible. 

11. After the pieces have been arranged, if the person 
whose turn it is to play touch one, he must either play 
it or forfeit the game. When the piece is not playable 
he forfeit according to the preceding law. 

12. If any part of a playable piece is played over an 
angle of the square on which it is stationed, the play must 
be completed in that direction. 

13. A capturing play, as well as an ordinary one, is 
completed whenever the hand has been withdrawn from 
the piece played, even although one or more pieces should 
have been taken. 

14. The Huff or Blow is to remove from the board, before 
one plays his own piece, any one of the adverse pieces 
that he might or should have taken; but the Huff or Blow 
never constitutes a play. 

15. The player has the power either to Huff, compel the 
capture, or let the piece remain on the board, as he thinks 
proper. 

16. When a man first reaches any of the squares on the 
opposite extreme line of the board, it becomes a King, and 
can be moved backward or forward as the limits of the 
board permit, though not in the same play, and must be 
crowned (by placing a man on the top of it) by the oppo¬ 
nent. If he neglect to do so, and play, any such play 
shall be put back until the man be crowned. 

17. Either player making a false or improper move, shall 
instantly forfeit the game to his opponent, without another 
move being made. 

18. When taking, if either player remove one of his 
own pieces, he cannot replace it; but his opponent can 
either play or insist on his replacing it. 

19. A Draw, is when neither of the players can force a 
win: when one of the sides appears stronger than the other, 
the stronger party is required to complete the win, or show 
at least a decided advantage over his opponent within forty 


14 


LAWS OF THE GAME. 


of his own moves, to be counted from the point at which 
notice was given; failing in which, he must relinquish the 
game as a draw. 

20. Anything which may tend either to annoy or distract 
the attention pf the player is strictly forbidden—such as 
making signs or sounds, pointing or hovering over the board, 
unnecessarily delaying to move a piece touched, or smo¬ 
king. Any principal so acting, after having been warned 
of the consequence, and requested to desist, shall forfeit 
the game. 

21. While a game is pending, neither player is per¬ 
mitted to leave the room without a sufficient reason, or 
receiving the other’s consent or company. 

22. Either player committing a breach of any of these 
laws, mu«t submit to the penalty, and his opponent is 
equally bound to exact the same. 

28. Any spectator giving warning, either by sign, sound 
or remark, on any of the games, whether played or pen¬ 
ding, shall be expelled from the room during the match. 

24. Should any dispute occur, not satisfactorily deter¬ 
mined by the preceding laws, a written statement of facts 
must be sent to a disinterested arbiter, having a knowledge 
of the game, whose decision shall be final. 

25. A match must consist of an even number of games, 
so that each player will have the first move the same 
number of times. 


CRITICAL POSITIONS. 


15 


POSITION NO. I. 

BLACK. 



WHITE. 


White to play and win. 

White, to win the above position, must give away the 
man on square No. 28, thus: 

80LUTI0N. 

WHITE. BLACK. 

28 to 24 19 to 28 

18 “ 23 32 “ 27 [a] 

23 “ 32 White wins. 

a] Black cannot now more without giving away the king on square 32, 
and after he does that, be cannot make another more. 














16 


CRITICAL POSITIONS. 



POSITION NO. II. 

BLACK. 


WHITE. 

White to play and win. 

White, to win this position, must compel an exchange, thus: 
SOLUTION. 


WHITE. 

BLACK. 

21 to 17 

9 to 13 [a] 

18 “ 23 f b] 

13 “ 22 

23 “ 32 

22 “ 26 

32 “ 27 

26 “ 30 

27 “ 31 

30 “ 25 

31 “ 26 

25 " 21 

26 “ 22 

White wins . 


[<j] Black must make this move or lose the man on 9, by White playing 
17 to IS. 

[6] This is the only more White has, to win. 





















CRITICAL POSITIONS. 


17 


POSITION NO. III. 

BLACK. 


WHITE. 

White to play and win. 

White, to win this position, must not allow Black to 
make an exchange, thus: 

SOLUTION. 


WHITE. 


BLACK. 

18 to 23 


21 to 25 [1] 

10 “ 14 


17 “ 21 

23 “ 26 


25 “ 29 

26 “ 30 


29 “ 25 

14 “ 18 


25 “ 29 

18 “ 22 

[11 

White wit 

10 to 14 

17 to 22 

23 “ 26 


22 “ 25 

26 “ 30 


25 “ 29 

14 “ 18 


29 “ 25 

18 “ 22 


35 “ 29 
White wins. 



2 



















18 


CRITICAL POSITIONS. 


POSITION NO. IV. 

BLACK. 



WHITE. 


White to play and win. 

White wins this position by a double exchange, and 
prevents Black from getting a king, thus: 


SOLUTION. 


WHITE. 

19 to 15 
23 “ 16 
30 “ 16 


BLACK. 

10 to 19 
12 “ 19 
White wins. 













CRITICAL POSITIONS. 


19 


POSITION NO. V. 

BLACK. 



WHITE. 


White to play and win. 


White, to win this position, must prevent black man on 
24 from going to 28 or 32, thus: 


SOLUTION. 


WHITE. 

32 to 28 [a] 
28 “ 32 [b] 
18 “ 22 


BLACK. 

24 to 27 
27 “ 31 
White wins. 


[а] This is the only more that wins. 

[б] No other move could win. 



















20 


CRITICAL POSITIONS. 


POSITION NO. VI. 



BLACK. 


WHITE. 


White to play and win. 

White, to win this position, must play 30 to 26, and if 
Black moves 25 to 21, he must make an exchange; but if 
Black plays 17 to 21 he wins without an exchange. 


WHITE. 

SOLUTION. 

BLACK. 

26 to 30 


25 to 21 [1] 

18 “ 22 


17 “ 26 

30 “ 23 


21 “ 17 

23 “ 18 


17 “ 13 

18 “ 14 


White wins. 

30 to 26 

18 “ 22 

26 “ 30 

[1] 

17 to 21 

25 “ 29 

21 “ 25 

Whitt wins. 













CRITICAL POSITIONS. 


21 


POSITION NO. VII. 

BLACK. 



WHITE. 

White to play and win. 

White, to win this position, must make an exchange, thus: 
SOLUTION. 


WHITE. 

BLACK. 

19 to 15 

25 to 22 

15 “ 10 

22 “ 26 

14 “ 18 

5 “ 9 

10 “ 15 

9 “ 13 

15 “ 19 

26 “ 31 

18 “ 23 

13 “ 17 

19 “ 24 

17 “ 21 

24 “ 28 

21 “ 25 

23 “ 27 

31 “ 24 

28 “ 19 

White 
















Critical positions. 


POSITION NO. VIII. 



WHITE. 

White to play and draw. 

White can draw this position by continuing to occupy 
squares 26 and 22. 


WHITE. 
26 to 22 
22 “ 26 
26 “ 22 
22 “ 26 
26 “ 22 


SOLUTION. 

BLACK. 

21 to 25 
25 “ 30 
30 “ 25 
25 “ 21 
Drawn. 
















CRITICAL POSITIONS. 


23 


POSITION NO. IX. 


BLACK. 



WHITE. 

White to play and win. 


We give this position to show the most compulsory win 
for White. 


SOLUTION. 


WHITE. 

17 to 14 

13 “ 9 
5 “ 1 

14 “ 9 
1 “ 10 


BLACK. 

6 to 2 [a] 

1 “ 6 [b] 

6 “ 13 
13 “ 6 
White wins. 


la] Should Black play 6 to 9, giving one and taking two, he would 
lose, aa white king on 5 would pen the king then remaining on 17. 
Black muBt make this move or allow White to exchange, 














24 


CRITICAL POSITIONS. 


POSITION NO. X. 

BLACK 



W LITE. 


White to play and win. 

White can compel an exchange in six moves, thus: 
SOLUTION. 


WHITE. 

BLACK. 

18 to 15 

6 to 1 

14 “ 9 

26 “ 28 

28 “ 19 

1 “ 5 

9 “ 6 

28 “ 82 

19 “ 24 

5 “ 1 

n “ 

White 

























CRITICAL POSITIONS. 


25 


POSITION NO. XI. 

BLACK. 



WHITE. 

White to play and win. 

This position often occurs in actual play, and White 
wins by making two exchanges, thus: 


SOLUTION. 


WHITE. 

BLACK. 

14 to 9 

1 to 5 

22 “ 17 

5 “ 14 

17 “ 10 

21 “ 25 

10 “ 15 

25 “ 30 

15 “ 19 

30 “ 26 

27 “ 32 

26 “ 22 

19 “ 24 

20 “ 27 

32 “ 23 

White wins . 














26 CRITICAL POSITIONS. 

POSITION NO. XII. 


BLACK. 



WHITE. 


Either to play and White to win. 

White wins this position by giving two for one, thus: 


SOLUTION. 


WHITE. 


BLACK. 

27 to 28 


24 to 28 

20 “ 24 


28 “ 26 

31 “ 22 


13 “ 17 

22 “ 13 


29 “ 25 

13 “ 17 

or, 

White wins. 

24 to 28 

20 to 24 


28 “ 19 

27 “ 23 


19 “ 26 

81 “ 22 


White wins. 















CRITICAL POSITIONS. 


27 


POSITION NO. XIIL 

BLACK. 



WHITE. 

White to play and win . 

White wins this position by forcing the man on 24 to 
28 , without allowing the king on 29 to go to 22. 


WHITE. 

SOLUTION. 

BLACK. 

22 to 26 


29 to 25 

26 “ 31 


24 “ 28 [a] 

31 “ 26 


25 “ 29 

26 “ 22 


White wins. 


[•] Black must make this move or lose the man on 24. 

















28 


CRITICAL POSITIONS. 


POSITION NO. XIV. 



Black to play and draw. 


BLACK. 

10 to 15 

15 

tt 

18 

18 

it 

22 

14 

it 

9 

22 

it 

18 

18 

it 

22 

22 

ft 

18 

18 

ft 

15 

9 

It 

14 

15 

it 

10 

10 

It 

15 

15 

ft 

10 

14 

ft 

9 

9 

tt 

14 

10 

it 

15 


SOLUTION. 

WHITE. 

23 to 26 
26 “ 81 

5 “ 1 
31 “ 27 
27 “ 24 

24 “ 19 

19 “ 16 
1 “ 5 

16 “ 20 

20 “ 24 
5 “ 1 

24 “ 19 
19 “ 28 
1 “ 5 
Drawn. 



















CRITICAL POSITIONS. 


29 


POSITION NO. XV. 

BLACK. 



WHITE. 

White to play and win. 

This position should be well understood, as it often occurs 
in usual play, and the win for White is not easy if 
Black defeats well. 


SOLUTION. 


WHITE. 

BLA^K. 

6 to 1 

25 to 22 

1 “ 6 

22 " 26 

6 “ 10 

26 “ 28 

11 “ 7 

23 “ 27 

7 “ 2 

27 “ 24 

9 “ 7 

24 “ 27 













30 


CRITICAL POSITIONS. 


WHITE. 


BLACK. 

7 to 11 


27 to 23 

10 44 15 


23 44 27 

15 44 19 


27 “ 32 

11 “ 15 


32 “ 27 

15 “ 18 


27 44 32 

18 44 23 


32 “ 28 

23 “ 27 


28 “ 32 

19 44 23 


32 “ 28 

£7 44 32 


28 « 24 

32 44 28 


24 “ 20 

23 44 19 


20 “ 24 

19 " 15 


24 14 27 

15 44 IS 


3 44 8 

18 44 15 


27 44 23 

28 “ 32 


8 44 12 

32 44 28 


23 44 27 

15 44 18 


12 44 16 

28 M 32 


27 44 24 

18 44 15 


16 44 20 [1J 

15 “ 18 


24 44 19 

32 44 28 


19 44 16 

18 “ 23 


16 44 11 

23 44 19 


11 44 8 

28 “ 32 


8 44 11 

32 44 27 


11 44 8 

27 44 23 


8 44 11 

23 44 18 


11 44 8 

18 44 15 


8 44 12 

15 44 11 

[1J 

White wi 

34 to 28 

15 to 11 


16 “ 19 

32 " 27 


28 “ 32 

27 " 31 


32 “ 28 

11 " 16 


19 " 24 

16 " 19 


Whitt wins, 


CRITICAL POSITIONS 


31 


POSITION NO. XVI. 

BLACK. 



WHITE. 


White to play and win. 


solution. 


WHITE. 

11 to 15 

15 “ 18 
« 


18 

23 “ 


23 

27 


BLACK. 

32 to 28 

28 “ 82 
M 


19 “ 23 

27 “ 32 
« 


23 
18 “ 
15 “ 
32 11 
27 


18 
15 
11 

“ 27 
“ 23 


32 
28 “ 
32 “ 
28 “ 
12 “ 
16 “ 
24 “ 
19 “ 
24 “ 


28 

32 

28 

24 

16 [11 
20 
19 
24 

28 








32 


CRITICAL POSITIONS. 




WHITE. 

BLACK. 

11 to 16 

28 to 24 

00 

f-H 

CO 

(N 

24 “ 28 

16 “ 19 

28 “ 32 

18 “ 23 

32 “ 28 

23 “ 27 

28 “ 32 

19 “ 23 

32 “ 28 

27 “ 32 

28 “ 24 

32 “ 28 

While 


32 to 28 
28 “ 32 
32 “ 28 
18 “ 14 

28 “ 32 
14 “ 10 
10 “ 7 
7 “ 11 
11 “ 16 
16 “ 19 


24 to 19 
12 “ 16 [2] 
16 “ 20 
20 “ 24 
24 “ 27 
27 “ 31 
19 “ 23 

23 “ 19 

19 “ 23 

31 “ 27 

White wins. 


18 to 15 
15 “ 11 
28 “ 32 

11 “ 15 

32 “ 28 
28 “ 32 

15 “ 19 


19 to 16 
16 “ 20 
12 “ 16 
13 “ 19 

19 “ 24 

24 “ 27 
27 “ 31 
White wins. 


CRITICAL POSITIONS. 


33 


POSITION NO. XVII. 


BLACX. 



WHITB. 


White to play and win . 

WHITE. 

SOLUTION. 

BLACK. 

13 to 9 


5 to 14 

21 “ 17 


14 “ 21 

32 “ 27 


31 “ 24 

22 " 25 


21 “ 30 

6 “ 2 


30 “ 23 

2 “ 4 


White 


8 

















34 


CRITICAL POSITIONS. 


POSITION NO. XVIII 

BLACK. 



WHITE. 

White to play and, win. 


SOLUTION. 


WHITE. 

BLACK. 

16 to 11 

7 to 16 

22 “ 25 

29 “ 22 

15 “ 19 

24 “ 15 

14 “ 10 

5 “ 14 

6 “ 1 

15 “ 6 


1 “ 3 White wins. 














NAMES OF THE GAMES . 


35 


NAMES OF THE GAMES, OR OPENINGS 
AND HOW FORMED. 


By “Openings” we mean a few leading moves on both 
sides, at the beginning of a game. 

I. —The “Single Corner” is formed by the first two moves, 
thus: 

BLACK. WHITE. 

11 to 15 22 to 18 

II. —The “Old Fourteenth” is formed by the first five 
moves: 

11 to 15 23 to 19 

8 “ 11 22 “ 17 

4 “ 8 

III. —The “Cross” is formed by the first two moves: 

11 to 15 23 to 18 

IV—The “Laird and Lady” is formed by the first five 
moves: 

11 to 15 23 to 19 

8 “ 11 22 “ 17 

9 “ 13 

V.— The “Suter” is formed by the first five moves: 

11 to 15 23 to 19 

9 “ 14 22 “ 17 

§ “ 9 


86 


NAMES OF THE GAMES. 


VI.—The “Dyk r n is formed by the first three mores: 

BLACK. 

WHITE. 

11 to 15 

15 “ 19 

22 to 17 

VII.—The “Maid of the Mill” is formed by the first 

three or five moves: 


11 to 15 

22 to 17 

15 “ 18 

or. 

11 to 15 

22 to 17 

8 “ 11 

15 “ 18 

17 “ 13 

VIII.—The “Glasgow” 

is formed by the first five or 

seven moves: 


11 to 15 

23 to 19 

vH 

00 

22 “ 17 

11 “ 16 

or, 

11 to 15 

23 to 19 

8 “ 11 

22 “ 17 

9 “ 14 

25 “ 22 

11 “ 16 


IX.—The “Fife” is formed by the first five moves: 

11 to 15 

23 to 19 

9 “ 14 

5 “ 9 

22 “ 17 

X.—The “Ayrshire Lassie” is formed by the first four 

moves: 


11 to 15 

24 to 20 

8 “ 11 

28 “ 24 

XL—“Will-o'-the-Wisp 1 

* is formed by the first three 

moves: 

23 to 19 

11 to 15 


9 “ 13 


NAMES OF THE GAMES. 


37 


XII. —The “Second Double Comer” is formed by the 
first two moves: 

BLACK. WHITE. 

11 to 15 24 to 19 

XIII. —“Defiance” is formed by the first four moves: 

11 to 15 23 to 19 

9 “ 14 27 “ 23 

XIV. —The “Bristol” is formed by f!he first move: 

11 to 16 

XV. —The “Whilter” is formed by the first three or 
five moves* 


11 to 15 


23 to 19 

7 “ ll 

or, 


11 to it> 


23 to 19 

9 “ 14 

7 “ 11 


22 “ 17 


XVI. —Thje “Double Corner” is formed by the first move: 

9 to 14 

XVII. —The”Irregular”is composed of a variety of open¬ 
ings not illustrated in the preceding. 

The games formed by an odd number of moves refer 
to the first side, while those formed by an even number 
refer to the second side. 

If any one says he played the Old Fourteenth, Laird 
and Lady, Suter, Dyke, Maid of the Mill, Glasgow, Fife, 
Will-o’-the-Wisp, Bristol, Whilter, or Double Comer, we 
understand he played the first side of those games; but 
if he says he played the Single Comer, Cross, Ayrshire 
Lassie, Second Double Corner, or Defiance, we at once 
understand he played the second side of those games 
against his opponent 


88 


GAMES. 


GAME NO. I. 


"SINGLE CORNER.** 


BLACK. 

WHITE. 

11 to 15 

22 to 18 

15 “ 22 

25 

“ 13 

8 “ 11 

29 

“ 25 

4 “ 8 

25 

“ 22 

11 “ 16 

24 

“ 20 

8 “ 11 

27 

“ 24 

10 “ 14 

24 

“ 19 

7 “ 10 

28 

“ 24 

3“ 7 

32 

“ 28 [a] 

9 “ 13 

18 

“ 9 

5 “ 14 

22 

“ 18 [ b ] 

13 “ 17 

18 

“ 9 

6 “ 13 

21 

“ 14 

10 “ 17 

26 

“ 22 

17 “ 26 

31 

“ 22 

7 “ 10 

30 

“ 25 

2 “ 6 

25 

M 21 

6 “ 9 

22 

18 

1 “ 5 

18 

“ 15 

11 “ 27 

20 

“ 11 


10 “ 14 Black wins. 

[а] This move loses, but 80 to 25 would draw the game with c rrect 
play. 

[б] While may play now, or hereafter, as he pleases, but cannot 
draw if Black plays well. 


GAMES. 


89 


GAME NO. II. 

“OLD FOURTEENTH .*' 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

8 “ 11 

22 “ 17 

4 “ 8 

17 “ 13 

15 “ 18 

24 “ 20 

11 " 15 

28 “ 24 

8 “ 11 

26 “ 23 

9 “ 14 

31 “ 26 

6 “ 9 

13 “ 6 

2 “ 9 

26 “ 22 

1 “ 6 

32 “ 28 

3 “ 8 

30 “ 26 

9 M 13 

19 “ 16 

12 “ 19 

23 “ 16 

8 “ 12 [a] 

24 “ 19 

15 “ 31 

22 “ 8 

12 “ 19 

8 “ 3 

31 “ 22 

25 “ 2 


White wins. 

[a] This move loses. Black could hare drawn the game by playing 
13 to 17, (giving away the man on 18,) and then moving 8 to 12. 


GAMES. 


GAME NO. III. 


‘•CROSS.*’ 


BLACK. 


WHITE. 

11 to 15 


23 to 18 

8 “ 11 


27 

u 

23 

11 “ 16 


18 

ft 

11 

16 “ 20 


24 

u 

19 

7 “ 16 


22 

ft 

18 

4 “ 8 


25 

n 

22 

8 “ 11 


29 

it 

25 

10 “ 14 


19 

tt 

15 

3 “ 8 


22 

it 

17 W 

20 “ 24 


28 

u 

19 [1] 

16 “ 20 


17 

(( 

10 

9 “ 14 


18 

it 

9 

11 “ 27 


31 

n 

24 

20 “ 27 


82 

ft 

23 

6 “ 24 


25 

ft 

22 

5 “ 14 


22 

ft 

17 

2 “ 6 


17 

ft 

10 

6 “ 15 

[1] 

Black wt 

17 to 10 

16 to 20 


28 

a 

19 

9 “ 14 


18 

i< 

9 

11 " 27 


82 

u 

23 

6 *' 24 


25 

14 

22 

6 *' 14 


22 

41 

18 

1 '* 6 


18 

<4 

9 


Black wins . 


(«] Thi* move lo.es; 81 to 27 would draw. 


GAMES. 


GAME NO. IV. 

“LAIRD AND LADY.” 


BLACK. 

11 to 15 

8 

« 

11 

9 

a 

13 

10 

a 

17 

15 

a 

18 

4 

u 

8 

6 

a 

9 

13 

a 

17 

9 

u 

13 

2 

a 

6 

6 

a 

9 

11 

a 

15 [a] 

15 

u 

24 

17 

a 

22 

13 

u 

17 

9 

a 

13 

8 

a 

15 

18 

a 

27 

17 

it 

22 

27 

u 

32 

32 

u 

28 

1 

a 

10 

3 

a 

10 


WHITE. 

23 to 19 
22 “ 17 
17 “ 14 
21 “ 14 
19 " 15 

24 “ 19 
28 “ 24 

24 “ 20 
32 “ 28 

26 “ 23 
15 “ 10 

25 “ 21 
28 “ 19 
30 “ 25 
19 “ 15 
15 “ 11 

27 “ 24 
25 “ 2 
24 “ 19 
21 “ 17 
10 “ 6 
14 “ 7 

2 “ 6 
White 


[o] This move loseB; 17 to 22 woqtd draw, 


42 


GAMES. 


GAME NO. V. 


“SUTER.” 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

9 “ 14 

22 “ 17 

6 “ 9 

17 “ 13 

2 “ 6 

25 “ 22 

8 “ 11 

29 “ 25 

4 “ 8 

24 “ 20 

15 “ 24 

28 “ 19 

11 “ 15 

27 “ 24 

14 “ 17 

21 “ 14 

9 “ 18 

26 “ 23 

18 “ 27 

32 M 23 

10 “ 14 

19 10 

6 “ 15 

13 9 

7 “ 11 

23 “ 19 

15 “ 18 

22 “ 15 

11 “ 18 

19 “ 15 

18 “ 22 

25 “ 18 

14 “ 23 

31 " 26 

5 “ 14 

26 “ 19 

14 “ 18 

15 “ 11 

8 “ 15 

10 M 19 

00 

to 

CO 

24 " 19 

23 “ 27 

19 “ 15 

27 “ 32 

15 “ 11 

23 “ 27 

11 “ 7 [a] 
Drawn. 

tides haring made correct more*, the game results in 


GAMES. 


43 


GAME NO. VI. 


"DYKE.” 


BLACK. 

WHITE. 

11 to 15 

22 to 17 

15 “ 19 

24 “ 15 

10 “ 19 

23 “ 16 

12 “ 19 

25 “ 22 

8 “ 11 

30 “ 25 

4 “ 8 

22 “ 18 

11 “ 16 

27 “ 23 

8 “ 12 

17 “ 14 

16 “ 20 

23 “ 16 

12 “ 19 

25 “ 22 

9 “ 13 

32 “ 27 

6 “ 9 

27 “ 24 

20 “ 27 

31 “ 15 

1 “ 6 

29 “ 25 

7 “ 10 

14 ‘ 7 

3 “ 19 

18 “ 15 

9 “ 14 

15 “ 11 

6 “ 9 

11 “ 8 

2 “ 7 

8 “ 8 

7 “ 10 

3 “ 7 

10 “ 15 

7 “ 11 

14 M 17 

21 “ 14 

9 “ 18 

25 “ 21 

18 “ 25 

11 “ 18 

25 “ 30 

18 “ 23 

5 “ 9 

23 “ 16 

30 “ 23 

28 “ 24 

9 “ 14 

24 “ 19 

23 “ 27 

Drawn. 


44 


GAMES. 


GAME NO. VII. 


"MAID OF THE MILL.” 


BLACK. 

WHITE. 

11 to 15 

22 to 17 

15 “ 18 

23 “ 14 

9 “ 18 

17 “ 14 

10 “ 17 

21 “ 14 

6 “ 9 

26 “ 23 

8 “ 11 

24 “ 20 

11 “ 15. 

28 “ 24 

4 “ 8 

23 “ 19 

2 “ 6 

19 “ 10 

6 “ 15 

30 “ 26 

8 “ 11 

26 “ 22 

3 “ 8 

31 “ 26 

12 “ 16 

26 “ 23 

1 “ 6 

22 “ 17 

9 “ 13 

23 “ 19 

16 “ 23 

20 u 16 

13 “ 22 

16 “ 12 

11 “ 16 

12 “ 3 

7 “ 11 

14 “ 10 

6 “ 9 

3 “ 7 

22 “ 26 

10 “ 6 

26 “ 31 

6 “ 1 

23 “ 26 

32 “ 28 

18 “ 22 

25 “ 18 

15 “ 22 

24 “ 20 

31 “ 24 

28 “ 12 
Drawn. 



GAMES . 


45 


GAME NO. VIII. 


"GLASGOW.” 


BLACK. 

WHITB. 

11 to 15 

23 to 19 

8 “ 11 

22 " 17 

11 " 16 

24 * 20 

16 “ 23 

27 “ 11 

7 “ 16 

20 " 11 

3 “ 7 

28 " 24 

7 “ 16 

25 “ 22 

10 " 15 

24 “ 20 

16 “ 19 

17 “ 13 

4 “ 8 

30 “ 25 

2 “ 7 [a] 

22 “ 18 

15 “ 22 

25 “ 18 

7 “ 10 

32 “ 28 

19 A 23 

26 “ 19 

8 “ 11 

19 " 15 

10 “ 19 

21 “ 17 

19 “ 28 

28 “ 24 

6 “ 10 

13 “ 6 

10 “ 15 

18 “ 14 

1 " 10 

14 “ 7 

23 “ 27 

7 ° 8 

27 “ 82 

17 " 13 

12 “ 16 

3 " 8 

32 “ 28 

8 “ 1* 

28 “ 19 

31 " 26 

15 “ 18 

26 “ 22 

18 “ 25 

29 “ 22 
WhiU 


[■] This move Iom# ; 8 to 11 would draw. 


46 


GAMES. 


GAME NO. IX. 


“FIFE.” 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

9 “ 14 

22 “ 17 

5 “ '9 

26 “ 23 

9 " 13 

30 “ 26 

13 “ 22 

25 “ 9 

6 “ 13 

29 “ 25 

1 “ 5 

25 “ 22 

5 “ 9 

24 “ 20 

15 “ 24 

28 “ 19 

9 “ 14 

22 “ 18 

14 “ 17 

21 “ 14 

10 “ 17 

26 “ 22 

17 “ 26 

31 “ 22 

2 “ 6 

18 “ 14 [a] 

6 “ 10 

14 “ 9 

7 “ 11 

27 “ 24 

10 “14 

9 “ 6 

14 “ 17 

22 “ 18 

11 “ 16 

20 “ n 

8 “ 22 

Black wins, 


(a] ~£ to 4 loses; 19 to 15 wou.l draw. 


GAMES. 


GAME NO. X. 


“AYRSHIRE LASSIE.” 


BLACK. 

WHITE. 

11 to 15 

24 to 20 

8 “ 11 

28 “ 24 

9 “ 13 

23 “ 19 

6 “ 9 

27 “ 23 

9 “ 14 

22 “ 18 [a] 

15 “ 22 

25 “ 9 

5 “ 14 

29 “ 25 

11 “ 15 

25 “ 22 

4 “ 8 

32 “ 28 

8 “ 11 

22 “ 17 

13 “ 22 

26 “ 17 

12 “ 16 

19 “ 12 

15 “ 18 

31 “ 27 

18 “ 22 

17 “ 13 

1 “ 6 

24 “ 19 

14 “ 18 

23 “ 14 

10 “ 17 

21 “ 14 

11 “ 16 

20 “ 11 

7 “ 31 

14 “ 9 

32 “ 27 

9 “ 5 

2 “ 7 

5 “ 1 

22 “ 26 

1 “ 10 

7 “ 14 

30 “ 23 

27 “ 18 

13 “ 9 

18 “ 15 

9 a 6 

14 “ 18 

Black u 


[a] This more loses; 82 to 28 would di»w. 


48 


GAMES . 


GAME NO. XI. 

"WILIXV-THE-WISP.” 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

9 44 13 

22 “ 18 

15 “ 22 

25 44 18 

5 " 9 

29 44 25 

10 " 14 

27 44 23 

8 44 11 

25 44 22 

4 “ 8 

24 44 20 

6 “ 10 

28 44 24 

1 44 5 

32 44 27 

14 44 17 

21 44 14 

10 14 17 

19 44 15 

2 44 0 

24 44 19 

17 44 21 [a] 

19 44 16 

12 44 19 

23 44 16 

8 44 12 

15 44 8 

12 “ 19 

8 44 4 

19 44 24 

18 44 15 

14 44 28 

27 44 24 

7 “ 10 

20 44 16 

10 44 19 

24 44 15 

28 “ 32 

15 44 10 

6 44 15 

31 44 27 

32 “ 23 

26 44 10 

9 44 14 

16 44 12 

14 44 17 

22 44 18 

17 44 22 

4 44 8 

22 44 25 

8 44 11 

25 44 29 

11 44 15 

29 “ 25 

10 44 6 

25 41 22 

15 44 10 

White wins. 

[a] Thia mor* lose*: 7 to 10 would draw. 


GAMES. 


49 


GAME 

NO. XII. 


"SECOND DOUBLE CORNER." 


BLACK. 

WHITE. 

11 to 15 

24 to 19 

15 “ 24 

28 “ 

19 

9 “ 14 

22 “ 

18 

5 “ 9 

25 “ 

22 

8 “ 11 

29 “ 

25 [a] 

11 “ 16 

18 “ 

15 

4 “ 8 

22 “ 

18 

7 “ 11 

26 “ 

22 

16 “ 20 

31 w 

26 

11 “ 16 

32 “ 

28 

3 “ 7 

28 “ 

24 

7 “ 11 

22 “ 

17 

9 “ 13 

18 “ 

9 

13 “ 31 

9 M 

5 

11 “ 18 

23 “ 

7 

16 “ 32 

7 “ 

3 

20 “ 27 

Black wit 


[o] Thia move loses; 80 to 25 would draw. 


4 


50 


GAMES. 


GAME NO. XIII. 


“DEFIANCE." 


BLACK. 

11 to 15 

9 

n 

14 

8 

a 

11 

15 

tt 

22 

5 

tt 

14 

11 

tt 

15 

7 

tt 

11 

15 

It 

24 

11 

tt 

15 

15 

it 

24 

6 

it 

9 

4 

it 

8 

1 

ti 

6 

9 

t( 

13 

3 

it 

7 

13 

ft 

17 

6 

It 

13 

2 

tt 

27 

7 

ft 

10 

8 

tt 

11 

10 

ft 

14 


Jo] This move loses; 20 


white. 

23 to 19 

27 

« 

23 

22 

a 

18 

25 

t( 

9 

29 

tt 

25 

25 

a 

22 

24 

tt 

20 

28 

tt 

19 

32 

tt 

28 

28 

tt 

19 

22 

tt 

18 

18 

a 

15 [a] 

26 

it 

22 

22 

tt 

18 

18 

tt 

9 

21 

tt 

14 

15 

n 

6 

31 

tt 

24 

30 

tt 

26 

26 

tt 

22 


Black wins. 

16 would drew. 


GAMES. 


51 


GAME NO. XIV. 


'BRISTOL. “ 


BLACK. 

WHITE. 

11 to 16 

24 to 20 

16 “ 19 

23 

“ 16 

12 “ 19 

22 

“ 18 

9 “ 14 

18 

“ 9 

5 “ 14 

25 

“ 22 

8 “ 11 

22 

“ 17 

4 “ 8 

27 

“ 23 

8 “ 12 

23 

“ 16 

12 “ 19 

32 

“ 27 

11 “ 15 

20 

“ 16 

15 “ 18 

27 

“ 24 

10 “ 15 

17 

“ 10 

7 “ 14 

16 

“ 11 

6 “ 10 

26 

“ 22 

18 “ 25 

29 

“ 22 

14 “ 18 

22 

“ 17 [a] 

18 “ 22 

17 

“ 14 

10 “ 17 

21 

“ 14 

19 “ 23 

24 

“ 19 

15 “ 24 

28 

M 19 

1 “ 6 

19 

M 16 

23 “ 27 

31 

“ 24 

3 “ 8 

11 

“ 4 

6 “ 10 

14 

“ 7 

2 “ 27 

4 

“ 8 [b] 


Black wins • 

[a] This move loses; 21 to 17 would draw. 

[b] This leaves position No. 15 with the pieces reversed. 


52 


GAMES. 


GAME NO. XV. 


“WHILTER.” 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

9 “ 14 

22 “ 17 

7 “ 11 

25 “ 22 

11 “ 16 

26 “ 23 

5 " 9 

17 “ 13 

3 “ 7 

29 “ 25 

1 “ 5 

22 “ 17 

8 “ 11 

31 “ 26 

16 “ 20 

19 “ 16 

12 “ 19 

23 “ 16 

14 “ 18 

26 “ 23 

18 “ 22 

25 “ 18 

15 “ 22 

23 “ 18 

22 “ 25 

17 “ 14 

10 “ 17 

21 “ 14 

11 “ 15 

18 “ 11 

9 “ 18 

30 “ 21 

18 “ 22 

21 “ 17 

22 “ 26 

24 “ 19 

26 “ 80 

19 “ 15 

d0 “ 26 

17 “ 14 

26 “ 22 

13 “ 9 

6 “ 13 

15 « 10 

22 “ 17 

Drawn. 


GAMES. 


53 


GAME NO. XVI. 


"DOUBLE CORNER.” 


BLACK. 

WHITE. 

9 to 14 

22 to 18 

5 “ 9 

24 “ 20 

11 “ 16 

20 “ 11 

8 “ 22 

25 “ 18 

12 “ 16 

29 “ 25 

4 “ 8 

25 “ 22 

8 “ 12 

28 “ 24 

16 “ 20 

24 “ 19 

1 “ 5 

27 “ 24 

20 “ 27 

31 “ 24 

7 “ 11 

24 u 20 

3 “ 7 

32 27 

11 “ 16 

20 “ 11 

7 “ 16 

30 “ 25 

16 “ 20 

18 “ 15 

9 “ 13 [a] 

15 “ 11 

6 “ 9 

11 “ 8 

2 “ 7 

8 “ 3 

14 “ 17 

21 “ 14 

10 “ 17 

3 “ 10 

17 “ 21 

22 “ 18 

21 “ 30 

10 “ 15 

9 “ 14 

18 “ 9 

5 “ 14 

15 “ 18 

13 “ 17 

18 “ 9 

30 M 25 

19 M 16 


White wins. 

[a] This move loses; 2 to 7 would draw. 


54 


GAMES. 


GAME NO. XVII. 


“IRREGULAR." 


BLACK. 

WHITE. 

11 to 15 

22 to 17 

8 “ 11 

17 “ 13 

4 “ 8 

21 “ 17 

9 “ 14 

25 “ 21 

15 “ 18 [a] 

29 “ 25 

11 “ 15 

26 “ 22 

7 “ 11 

30 “ 26 

2 “ 7 

24 “ 20 

5 “ 9 

28 “ 24 

12 “ 16 

32 “ 28 

16 “ 19 

23 “ 16 

18 “ 23 

26 “ 19 

8 “ 12 

27 “ 23 

1 “ 5 

23 “ 18 

cc 

<N 

17 “ 14 

9 “ 18 

21 “ 17 

23 “ 27 

17 “ 14 

10 “ 26 

19 “ 1 

12 “ 19 

24 “ 8 

3 “12 

31 “ 15 


White wins. 

fa] This move loses; 15 to 19 would draw. 


GAMES. 


55 


GAME NO. XVIII. 


,,IRREGULAR.” 


BLACK. 

WHITE. 

10 to 15 

23 to 18 

12 “ 16 

21 “ 17 

16 “ 19 

17 “ 14 

9 “ 13 

24 “ 20 

8 “ 12 

25 “ 21 

12 “ 16 

21 17 

4 “ 8 

29 “ 25 

6 u 9 

27 “ 24 

1 “ 6 

32 “ 27 

6 “ 10 

27 “ 23 

8 “ 12 

25 “ 21 

2*6 

31 “ 27 

3 “ 8 

30- “ 25 


White wins. 


NOTE.—It is often contended, by thoBe'who have a limited know¬ 
ledge of the game, “that a skillful player can always win by having the 
first move at the commencement of a game.” The above game demon¬ 
strates that the player having the first move loses if no exchange is 
made, and the game is allowed to be “blocked.” Neither the one who 
moves first, nor second, has any advantage, as a game played perfect 
on both sides mast result in a draw. 


56 


TRAPS, OR CATCHES. 


TRAPS, OR CATCHES. 

Presuming the student to be now pretty familiar with 
the elements of the game, movements of the pieces, playing 
games, etc., we will give a few positions illustrating what 
are generally termed “traps” or “catches,” which usually 
occur at the ending of games, and are very annoying to 
beginners when encountering experienced players. It should 
be the constant aim of the learner to avoid being caught 
with them, but to catch his opponent if he can. 


NO. I. 

BLACK. 



WHITE. 


White to play and win, 

















TRAPS , OR CATCHES. 


57 


The preceding position may have occurred by White 
playing JJJ to |1£, and Black replying 30 to 26. White 
now wins thus: 

WHITE. BLACK. 

19 to 16 12 to 19 

11 ^ 8 4 “ 11 

7 “ 30 

NO. IL 

BLACK. 



White to play and win. 


The above position may have occurred by White playing 
31 to 26, and Black 8 to 11. 

SOLUTION. 

WHITE. BLACK. 

18 to 15 11 to 18 

26 “ 22 17 “ 26 

30 “ 5 














58 


TRAPS, OR CATCHES. 


The following position may have occurred by Whit# 
playing 32 to 27, and Black replying 13 to 17. 


NO. III. 


BLACK. 



White to play and win. 


white. 
19 to 16 
27 “ 23 

31 “ 6 


SOLUTION. 


BLACK. 

12 to 19 
19 “ 26 














TRAPS, OR CATCHES. 


69 


The following position may have occurred by White 
playing 2 to 26, and Black repling 13 to 17. 


NO. IY. 


BLACK. 



White to play and win. 


WHITE. 

27 to 24 
26 “ 22 

19 “ 16 
15 “ 22 


BLACK. 

20 to 27 
17 “ 26 
12 “ 19 


SOLUTION. 







60 


TRAPS, OR CATCHES. 


The following position may have occurred by White 
playing 31 to 26, and Black replying 13 to 17. 


NO. V. 


BLACK. 



WHITE. 


White to play and win. 


SOLUTION. 


WHITE. 

BLACK. 

26 to 22 

17 to 26 

27 “ 24 

20 " 27 

19 “ 16 

12 “ 19 

11 “ 7 

3 “ 10 

6 “ 29 











TRAPS, OR CATCHES. 


61 


NO. VI. 

BLACK. 



WHITE. 


White to play and win. 

The above position occurred by Black playing 9 to 14. 


BLACK. 

13 to 22 


WHITE. 

22 to 17 


SOLUTION. 


















TRAPS, OR CATCHES. 


at 


NO. VII. 

nijSf'r. 



Wiiil'E. 

White to play and win . 

The above position occurred by Black playing 4 to 8. 


WHITE. 
15 to 10 
22 “ 17 
25 " 4 


SOLUTION. 


BLACK. 

6 to 15 
13 “ 22 













TRAPS, OR CATCHES. 


63 


NO. VIII. 



White to play and win. 

The above position occurred by Black playing 1 to & 


wbite. 
15 to 10 
22 “ 17 
25 “ 2 


SOLUTION. 


BLACK. 
6 to 15 
13 “ 22 













64 


TRAPS, OR CATCHES. 


NO. IX. 

BLACK. 



WHITE 

White to play and win . 

The above position occurred by Black playing 3 to 7. 


WHITE. 

14 to 9 
22 “ 17 
26 11 3 


SOLUTION. 


BLACK. 

5 to 14 
13 " 22 


















TRAPS, OR CATCHES. 


65 


NO. X. 



White to play atui win. 

The above position occurred by Black playing 2 to 6 
SOLUTION. 

white. black. 

14 to 9 5 to 14 

22 “ 17 13 " 22 

25 “ 2 


5 















66 


TRAPS, OR CATCHES. 


NO. XL 

BLACK. 



WHITE. 

Black to play and win . 

The above position occured by White playing 29 to 25. 

SOLUTION. 

BLACK. WHITE. 

11 to 16 20 to 11 

8 “ 29 



















TRAPS, OR CATCHES. 


67 




NO. XII. 



The above position occurred by Black playing 12 to 16. 
White to play and win. 

SOLUTION. 


WHITE. 

24 to 19 
28 “ 3 


BLACK. 

15 to 24 



















M 


TRAPS, OR CATCHES. 


NO. XIII. 


BLACK. 



WHITE. 


Black to play and win. 

The above position occurred by White playing 32 to 28. 


BLACK. 
11 to 16 

7 “ 32 


SOLUTION. 


WHITE. 
20 to 11 









GAMES AND POSITIONS. 


69 


GAMES AND POSITIONS. 

NUMBER I. 


“SINGLE CORNER.” 


BLACK. 

WHITE. 

11 to 15 

22 to 18 

15 “ 22 

25 “ 18 

8 “ 11 

29 “ 25 

4 “ 8 

25 " 22 

10 " 14 

22 “ 17 [a] 

[«J This more losea, 

and leares the following position. 


NUMBER I. 



Black to play and win, thus: 

9 to 13 18 to 9 

13 “ 22 26 “ 17 

6 “ 22 [a] Black wins. 

Jo] Black now baring a man ahead can force a win by playing correct* 


















70 


GAMES AND POSITIONS . 


NO. II. 


“AYRSHIRE LASSIE “ 


BLACK. 

WHITE. 

11 to 15 

24 to 20 

8 “ 11 

28 “ 24 

4 “ 8 

23 “ 19 

9 “ 13 [a] 



[a] This move loses, and leaves the following position. 

NO. IL 

BLACK. 



WHITE. 

White to play and win, thus; 

20 to 16 
22 “ 17 
25 “ A 
White wins. 


11 to 20 
}3 “ 22 


























GAMES AND POSITIONS. 


n 


NO. III. 


"SINGLE CORNER." 


BLACK. 

WHITE. 

11 to 15 

22 to 18 

15 “ 22 

25 “ 18 

8 “ 11 

29 “ 25 

4 “ 8 

24 “ 20 

10 “ 15 

25 “ 22 


9 “ 13 [a] 

[a] This move loses, and leaves the following position. 

NO. III. 



BLACK. 


White to play and win, thus; 

20 to 16 

12 to 19 23 “ 16 

11 “ 20 18 “ 4 

White wins . 

























72 


GAMES AND POSITIONS. 


NO. IV. 


“IRREGULAR.” 


BLACK. 

WHITE. 

10 to 15 

22 to 18 

15 “ 22 

25 “ 18 

6 “ 10 

29 “ 25 

10 “ 15 

25 “ 22 [a] 


[a] This move loses, and leaves the following position. 


NO. IV. 

BLACK. 



WHITE. 

Black to play and win, thus: 


15 to 19 

23 to 16 

12 “ 19 

24 “ 15 

9 “ 14 

18 “ 9 

11 “ 25 

Black wins . 


\ 











GAMES AND POSITIONS. 


T5 


no. v. 

“IRREGULAR.” 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

8 “ 11 

26 “ 23 

4 “ 8 

30 “ 26 

9 “ 13 [a] 



[«] This more loses, and leaves the following position. 

NO. V. 

BLACK. 



WHITE. 

White to play and win, thus: 

19 to 16 
23 “ 16 
22 “ 17 
25 “ 4 
White wins. 


12 to 19 
11 “ 20 

13 “ 22 











74 


GAMES AND POSITIONS. 


NO. VI. 


"IRREGULAR.” 


BLACK. 

WHITE. 

11 to 15 

22 to 17 

8 “ 11 

25 “ 22 

4 “ 8 

• 29 “ 25 

15 “ 19 

24 “ 15 

10 “ 19 

23 “ 16 

12 “ 19 

27 “ 24 [a] 


[a] This move loses, and leaves the following position. 

NO. VI. 


Black to play and win, thus: 

9 to 13 24 to 15 

11 “ 18 22 “ 15 

13 u 23 Black wins. 



BLACK. 


WHITE. 





















GAMES AND POSITIONS. 


11 


NO. VII. 

“IRREGULAR.” 

BLACK. 

11 to 15 
8 “ 11 
9 “ 14 
14 “ 18 [a] 

[o] This move loses, and leaves the following position. 

NO. VII. 

BLACK. 


WHITE. 

23 to 19 
22 “ 17 
25 “ 22 



WHITE. 

White to play and win, thus; 



29 to 25 

11 to 16 

26 “ 28 

6 “ 9 

23 “ 14 

9 “ 18 

17 “ 13 

16 “ 28 

24 “ 19 

15 “ 24 

22 “ 6 

1 “ 10 

28 “ 19 

4 “ 8 

27 “ 18 


Whit* wins . 













7(5 GAMES AND POSITIONS . 

NO. VIII. 

“CROSS.” 


BLACK. 

WHITE. 

11 to 15 

23 to 18 

8 “ 11 

27 “ 23 

4 “ 8 

23 “ 19 

9 “ 14 

18 “ 9 

5 “ 14 

22 “ 17 

15 “ 18 

26 “ 22 

11 “ 16 [a] 

16 “ 23 [b] 

22 “ 15 


[o] This move loses. [6] This leaves the following position. 

NO. VIII. 

BLAf'K. 



WHITE 

White to play and win, thus: 

31 to 27 

10 to 19 17 “ io 

7 “ 14 27 " 9 

6 “ 13 24 “ 15 

White wins. 









GAMES AND POSITIONS. 


77 


BLACK. 

11 to 15 


NO. IX. 

‘LAIRD AND LADY.” 


8 

9 

10 

15 

4 

11 


11 

18 

17 

18 
8 

16 [a] 


WHITE. 

23 to 19 
22 “ 17 

a 


17 

21 

19 

24 


14 

14 

15 
19 


[#) This more loses, and leaves the following position. 

NO. IX. 

BLACK. 



WHITE. 

IVh te to play and win, thus. 

26 to 22 


16 to 23 
6 “ 15 
18 “ 25 


15 “ 10 
25 “ 21 
27 “ 4 
Whiii wins. 





78 



GAMES AND 

POSITIONS. 

NO. 

X. 


“LAIRD AND LADY” 

BLACK. 


WHITE. 

11 to 15 


23 t© 19 

8 “ 11 


22 “ 17 

9 “ 13 


17 “ 14 

10 “ 17 


21 “ 14 

15 “ 18 


19 “ 15 

4 “ 8 


24 “ 19 

13 “ 17 


28 “ 24 

11 “ 16 


26 M 23 

16 “ 20 


31 “ 26 r 


[a] This move loses, and leaves the following pos fSL 

NO. X. 


WHITE. 


18 to 22 

25 to 18 

12 “ 16 

19 “ 12 

7 “ 10 

14 4 ‘ 7 

3 “ 28 

12 " 3 

2 “ 7 

3 “ 10 

6 “ 31 

Black 










GAMES AND POSITIONS. 


79 


NO. XI. 

•SINGLE CORNER/' 


BLACK. 

WHITE. 

11 to 15 

22 to 18 

15 “ 22 

25 “ 18 

8 “ 11 

29 “ 25 

4 “ 8 

24 “ 20 

10 “ 15 

25 “ 22 

12 “ 16 

27 “ 24 [a] 


[*] This move loses, and leaves the following position. 


NO. XL 

BLACK. 



WHITE. 


Black to play and win, thus: 


15 to 19 

16 “ 19 
9 “ 14 

11 “ 25 

5 “ 14 

6 “ 10 


24 to 15 
93 “ 16 
18 “ 9 
28 “ 24 
24 “ 19 
Black wins . 
















80 


GAMES AND POSITIONS. 


NO. XII. 


"IKKEGULA*.” 

BLACK. 

11 to 15 
8 “ 11 
9 “ 13 


WHITE. 

23 to 19 
22 “ 17 
25 " 22 [a] 


[a] This more loses, and leaves the following position. 


NO. XII. 

F.LACr 



WHITE. 

Black to play and win, thus: 

27 to 23 [1] 
24 “ 20 

28 " 19 


5 to 9 
9 “ 14 
15 “ 24 













GAMES AND POSITIONS. 


81 


BLACK. 


WHITE. 

4 to 8 


30 to 25 

11 “ 15 


32 “ 28 

15 “ 24 


28 “ 19 

8 “ 11 


19 “ 16 

12 “ 19 


23 “ 16 

6 “ 9 


26 “ 23 

1 “ 5 


31 “ 27 

10 “ 15 


17 “ 10 

7 “ 14 


16 “ 7 

2 “ 11 


20 “ 16 

11 “ 20 


22 “ 17 

13 “ 22 


25 “ 11 

20 “ 24 


27 “ 20 

14 “ 17 


21 “ 24 

9 “ 27 


29 “ 25 

5 “ 9 


20 “ 16 

27 M 31 


16 “ 12 

31 “ 27 


11 “ 8 

27 “ 23 


8 “ 4 

23 “ 19 


4 “ 8 

19 “ 15 


25 “ 22 

9 “ 14 

M 

Black wins. 



26 to 23 

9 to 14 


24 “ 20 

15 “ 24 


28 “ 19 

11 " 15 


82 “ 28 

15 “ 24 


28 “ 19 

4 “ 8 


80 " 26 

7 “ 11 


19 “ 14 

12 “ 19 


23 “ 7 

2 '* 11 


26 “ 23 

6 " 9 


23 " 19 

11 “ 15 


27 “ 24 

14 “ 18 


20 “ 16 

18 " 25 


29 " 22 

15 “ 18 


28 “ 6 

1 " 10 


Black wins. 


e 


82 


GAMES AND POSITIONS 


NO. XIII. 


“OLD FOURTEENTH”. 


BLACK. 

WHITE. 

11 to 15 

23 to 19 

8 “ 11 

22 “ 17 

4 “ 8 

25 “ 22 

9 “ 13 

27 “ 23 

6 “ 9 

23 “ 18 

9 “ 14 

18 “ 9 

5 “ 14 

26 “ 23 


2 “ 6 [a] 

{«] This move loses, and leaves the following position. 

NO. XIII 

BLACK. 



Will IE. 

White to play and win, thus: 

24 to 20 
28 “ 19 


15 to 24 







GAMES AND POSITIONS. 


83 


BLACK. 

6 to 9 

11 “ 15 
15 “ 24 

8 “ 11 

12 “ 19 
11 “ IK [1] 

7 “ 16 

14 “ 18 

18 “ 25 
3 “ 10 

9 “ 14 

13 ft n 

14 “ 18 
18 “ 22 

15 “ 18 

10 “ 15 

15 “ 19 

19 " 23 
22 “ 25 
25 “ 29 

1 “ 5 
5 “ 9 
29 “ 25 
9 “ 14 


WHITE. 

30 to 26 
32 “ 28 
28 “ 19 

19 “ 16 


23 

u 

16 

16 

it 

11 

20 

it 

11 

17 

it 

14 

14 

(( 

7 

29 

(( 

22 

22 

<( 

17 

26 

M 

17 

11 

U 

7 

7 

M 

3 

3 

<( 

7 

7 

(( 

10 

17 

(( 

13 

10 

<? 

14 

14 

M 

17 

13 

(1 

9 

9 

it 

6 

17 

(i 

13 

6 

it 

1 

13 

it 

17 


White wins. 


l to 6 
11 “ 15 
15 “ 22 

7 " 10 


26 to 23 
22 “ 18 
16 “ 11 
20 “ 11 
White wins. 


84 


A MIDNIGHT ENCOUNTER. 


A MIDNIGHT ENCOUNTER 

BY “MARTIN". 

The game of checkers, to one who can comprehend its 
deeper mysteries, is one of the highest intellectual amuse¬ 
ments. In my own estimation it occupies the first place, 
and chess owes its superior reputation to the complexity 
of its manoeuvers rather than its opportunities for scientific 
play. But my intention is not to write a panegyric upon 
my favorite game, but to narrate a most singular event, 
which made an impression upon my mind that many years 
have failed to efface. 

At the time of this occurrence I was about twenty, and 
enthusiastically fond of checkers, in which I had attained 
such proficiency as to conquer all players in my own New 
England village. A signal victory over an old sea-captain, 
who alone disputed my supremacy, determined me to make 
a journey to England and cultivate my talents under the 
instructions of the London masters. That I did not carry 
out this design is owing to the following remarkable ad¬ 
venture : 

A short time before my intended departure, I was seated 
in an old country inn on one of the dullest and rainiest 
days it was ever my fortune to see. I had been playing 
checkers with mine host, but found him such a mere tyro, 
that there was no sport in beating him. I therefore dis¬ 
missed him and proceeded to solve a problem of Sturges; 
but the old master of checkers had constructed so diffi¬ 
cult a position that I could see no solution to it; but I 
scorned to refer to the book for assistance. Suddenly 
happening to look up, I perceived a tall old man gazing 
upon me with an air of triumph. Seating himself opposite 
to me, he solved the problem with a few simple moves, 
and offered me the choice of men. 

I looked at him with some surprise, and beheld a really 
handsome man, although much beyond the prime of life, 


A MIDNIGHT ENCOUNTER. 


85 


with a grave, studious sweetness of look. I moved 11 to 15 
and the struggle commenced. The game occupied nearly 
an hour, for I was determined to do my best against this 
strange antagonist, and played with great deliberation. He 
moved apparently without a moment’s thought, but so skill¬ 
fully, that in several instances only the greatest concen¬ 
tration of my power enabled me to save my game. At 
length the following position was brought about: 

BLACK. (Myielf.) 



WHITE. (Strang*r.) 

Here, it being my antagonist’s turn to move, he uttered 
a low musical laugh and said: “Sir, you have played this 
game very prettily, but you will now lose every one of 
your pieces in just eight moves.* Of course he was right 
and I was beaten. 

We fell to conversation upon the game, when the stran¬ 
ger related anecdotes and displayed problems that filled 
me with amazement. The colloquy was so interesting that 
I should never have desired it to cease, had not the stran¬ 
ger broken off, exclaiming: “Favor me, sir, with one more 













A MIDNIGHT ENCOUNTER. 


game, for my time is short, and I have not played for 
many years.” 

Again we engaged. The game was most absorbing, and 
I had strong hopes of victory. I was surprised at myself, 
and my adversary no longer played with the careless rapi¬ 
dity of the former game. With beating heart I sternly 
determined that I would win, if any skill would enable 
me to do so. At length this was the position: 

BLACK. (Stranger.) 



WHITE. (Myself) 

Here, considering my superiority in kings, I thought my¬ 
self sure of victory; but my rival, whose turn it was to 
play, said mildly. “You lose every one of your pieces, 
sir, in just nine moves.” 

The nine moves followed, and I again yielded to superior 
skill. I asked the name of the stranger. 

• Joshua Sturges, friend. Farewell, with thanks.* 

He was gone with the first streak of dawn, and I gave 
up my voyage to England and my game of checkers. 


THE END. 






















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128 pages, fully illustrated, pictorial wrappers.$0.25 

Dictionaries and Language 
Books 

SIMPLIFIED SPANISH GRAMMAR 

A system founded on the principles of scientific 
self-tuition, with English phonetic pronunciation 
for every word, and a simplified grammar. 

96 pages, bound in paper.$0.25 

ENGLISH-HUNGARIAN TEACHER 

By Is adore Braun 

A method for acquiring the Hungarian Language in 
50 lessons. The only book published in the English 
language on this subject. 

8 vo., cloth-bound, 285 pages.$1.50 

* WEBSTER’S NEW SUPREME DICTIONARY 

Self-pronouncing, newly revised in 1922,. this 
authentic dictionary contains features found in no 
other work: All the new words developed from the 
World War and recent science, separate glossaries of 
abbreviations, foreign words and phrases, synonyms 
and antonyms, terms used in commerce, law, baseball 
and other sports. . . . 

960 pages, 7^x5 X A inches in size, printed on machine- 
finished paper, illustration in color and dustone. 

Bound in seal grain textile leather, red edges. ..$1.50 









* ENGLISH-FRENCH AND FRENCH- 
ENGLISH DICTIONARY 

By W. James and A. Mole 

Eighteenth, entirely new and modern edition. 

Bound in cloth.$2.25 

* ENGLISH-GERMAN AND GERMAN- 
ENGLISH DICTIONARY 

By W. James 

Forty-third edition. 

Bound in cloth.$2.25 

* ENGLISH-ITALIAN AND ITALIAN- 
ENGLISH DICTIONARY 

By W. James and Guis. Grassi 

Thirteenth Sterling Edition. 

Bound in cloth.$2.25 

♦SPANISH NOVELS AND SELECTED 
TRANSLATIONS—In the Spanish Language 

By such noted writers as Cervantes, de Vega, 

Carrillo, Fernandez, Dicenta, Victor Hugo (Les 
Miserables, 6 vols.), Voltaire, de Balzac, Rosseau, 

Sue and numerous others. 

Bound in paper.$0.75 

FRENCH ROMANCES — In the French 
Language 

Selected novels by. well known French authors, 

Leroux, Rouget, Terrail, Landay, Fasquel, d’Aigre- 
mont, Vincy Germain, Merouvel, Gastyne and others. 
Published in France to sell at 1 fr. 50 and 1 fr. 75. 

Bound in paper.$0.35 

SELF TAUGHT LANGUAGE SERIES 

A system founded oil the principles of scientific self- 
tuition, with English phonetic pronunciation for 
every word, and a simplified grammar. 

German —Self Taught 
French —Self Taught 
Italian —Self Taught 
Norwegian—Self Taught 
Polish —Self Taught 
Spanish —Self Taught 
Swedish —Self Taught 

Bound in paper covers, about 80 pages, each 


$0.25 






















































































































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